What Marvel character are you hoping for? (post movesets)
Comments
-
Bullseye (Punisher MAX)
4 Star (Legendary)
Maniacal Survey 8
Before confronting his enemies, Bullseye must understand the way they think to reveal their weaknesses. Create a 1-turn Purple Repeater tile that generates 1 Blue AP and Stuns Bullseye every turn. While it exists, Bullseye cannot be targeted and matches in the enemy’s strongest color create a Strike tile with 86 strength. This power becomes Better Watch Out.
Level Upgrades:
Level 2: Generate 2 Blue AP every turn.
Level 3: Steal 2 Blue AP every turn. If the enemy has no Blue AP, generate it. Create Strike tiles with 91 strength.
Level 4: Create fortified Repeater tile. Create 106 Strike tiles.
Level 5: Steal 3 Blue AP every turn. Whenever enemy makes a match in their strongest color, create 2 Strike tiles with 86 strength.
Better Watch Out 8
With full understanding of his victims, Bullseye sets a trap they cannot walk out alive. This power’s color is the enemy’s strongest color. Change Bullseye Repeater tile into a basic tile. Destroy 1 enemy Protect tile. This power becomes Maniacal Survey.
(PASSIVE) When you have 30 Blue AP fire that power automatically.
Level Upgrades:
Level 2: Destroy 2 enemy Protect tiles.
Level 3: Destroy 3 enemy Protect tiles. This power costs 7 AP.
Level 4: Destroy 4 enemy Protect tiles. This power costs 6 AP.
Level 5: Destroy all enemy Protect tiles, removing Fortified from them first.
Best Man at Worst Things 0
(PASSIVE) For a man with literal target tattooed on his forehead, Bullseye managed to live surprisingly long, and there’s a good reason for it. When Bullseye receives more than 1053 damage while Stunned, he recovers from being Stunned, destroys 2 random Attack, Protect or Strike tiles and deals 1074 damage. If Bullseye Repeater tile is present, destroy it as well, dealing 568 additional damage.
Level Upgrades:
Level 2: 868 damage required. Deal 1386 damage.
Level 3: 673 damage required. Destroy 3 random Attack, Protect or Strike tiles. Deal 1698 damage and 738 damage for the Repeater tile.
Level 4: 498 damage required. Destroy enemy tiles first. Deal 1920 damage.
Level 5: Works every time Bullseye is damaged while Stunned. Destroy 5 enemy Attack, Protect or Strike tiles. Deal 2504 damage and 1114 damage for the Repeater tile.
View to Kill 12
Bullseye takes aim at the target, waiting for a moment to finish everything in one shot. Create a 3-Turn Countdown tile that sets Bullseye Invisible, creates one Attack tile with 71 strength each turn and deals 2591 damage, then removes up to 3 Strike tiles, dealing 258 damage for each tile removed. If it’s matched away by the enemy (but not destroyed), Bullseye still manages to land a shot, dealing half of the damage.
Level Upgrades:
Level 2: Create Strike tiles with 92 strength. Deal 3479 damage plus 346 damage for each Strike tile removed.
Level 3: Create Strike tiles with 113 strength. Remove 4 Strike tiles and deal 5367 damage plus 434 damage for each Strike tile removed.
Level 4: Create Fortified Countdown tile. Create Strike tiles with 134 strength. Deal 7253 damage plus 522 damage for each Strike tile removed.
Level 5: Create Strike tiles with 208 strength. Remove up to 5 Strike tiles and deal 10068 damage plus 786 damage for each Strike tile removed.
0 -
Maker (Ultimate Reed Richards)
5 Star (Epic)
Look on My Works 10
Maker comes up with a new invention, lo and behold. Place a 2 Turn Blue Repeater tile that generates 1 AP in a color that is less needed to fire an ability (i.e. if you need 6 Red AP and have less than that, generate 1 Red AP an so on, if two abilities would require the same amount of AP to be fired, generate AP of the strongest color). This power becomes Volatile Design.
Level Upgrades:
Level 2: Generate 2 AP.
Level 3: Place a 1 Turn Blue Repeater tile.
Level 4: Choose a tile to become Blue Repeater tile.
Level 5: Choose a tile to become Repeater tile.
Volatile Design 0
(PASSIVE) If you have more than 10 AP in any color Maker's device overloads. Turn Maker Repeater tile into 3 Turn Fortified Countdown tile that generates 1 AP every 2 turns and deals 668 damage to you and target enemy. If Maker matches the Fortified tile he performs quick repairs, increasing current countdown by 1 and Fortifying it again. If Maker matches it away he salvages most valuable parts, generating 4 Blue AP.
If the Maker Repeater or Countdown tile is destroyed this power becomes Look on My Works.
Level Upgrades:
Level 2: Generate 2 AP and deal 866 damage.
Level 3: Generate AP every turn and deal 1068 damage. Raise AP limit to 11.
Level 4: If Maker matches the tile away, generate 7 Blue AP. Deal 2070 damage.
Level 5: Raise AP limit to 12. When you have less than 12 AP, remove Fortified from Countdown tile and turn it into Repeater tile.
Get Rid of Them 10
Paired with his intellect, Maker’s flexible body makes him an unpredictable combatant. Swap two columns.
Level Upgrades:
Level 2: Fortify any friendly Attack, Protect or Strike tiles swapped before matching any and improve them by 62.
Level 3: If enemy special tiles are matched after the swap, destroy 2 enemy AP in their color for each tile matched.
Level 4: If you make a 5 Match or greater Stun the target enemy for 2 Turns.
Level 5: Reduce the strength of enemy Attack, Protect or Strike tiles to 1 after swapping them.
Merciless Mind 10
The enemies came up with a plan to stop Maker — too bad he’s already predicted all their moves! Convert enemy Repeater or Countdown tile into a friendly Countdown tile that creates a trap tile. Whenever enemy fires an ability, negate it and destroy the trap tile.
(PASSIVE) If no Maker trap tiles present, whenever enemy ability would deal damage create a 69 strength Protect tile first, and if enemy ability would heal or give burst of health create an 69 strength Strike tile. Whenever enemy passive ability triggers, create a 69 strength Attack tile.
Level Upgrades:
Level 2: If no special enemy tiles present, create 2 trap tiles. Create 138 strength tiles.
Level 3: Whenever converted Countdown tile goes off, create 2 trap tiles. Create 207 strength tiles.
Level 4: Converted tiles retain their original effect. Create 278 strength tiles.
Level 5: Converted tiles go off immediately. Increase strength of tiles. Create 347 strength tiles.
1 -
Blue Marvel (Adam Brashear)5 Star (Epic)
Antimatter Surge 7
Blue Marvel releases a wave of antimatter that annihilates all the matter it comes in contact with. Drain Black AP and destroy 1enemy AP in random color for every Black AP drained. Deal 88 damage for every drained and destroyed AP.
(PASSIVE) Blue Marvel takes 10% less damage from abilities.
Level Upgrades:
Level 2: Deal 110 damage. Take 20% less damage from abilities.
Level 3: Deal 132 damage. Costs 6 AP to fire.
Level 4: Deal 154 damage. Take 30% less damage from abilities.
Level 5: Deal 200 damage. Costs 5 AP to fire. Restore 176 health for every Yellow AP destroyed.
Matters at Hand 0
(PASSIVE) Adam uses his outstanding intellect to devise a solution that changes the dire situation in his favor. At the start of the turn, drain 3 Blue AP and remove 1 enemy Attack, Protect or Strike tile.
Level Upgrades:
Level 2: Increase enemy Repeater and Countdown tile activation time by 1 (to a maximum of four for Repeater tiles).
Level 3: Decrease friendly Repeater and Countdown tile activation time by 1 (to a minimum of one).
Level 4: Drain 2 Blue AP, remove 2 enemy Attack, Protect, Strike or Trap tiles.
Level 5: Increase 2 enemy Repeater and Countdown tile activation time and decrease it for 2 friendly Repeater and Countdown tiles.
Negative Gateway 12
Blue Marvel opens a bridge to the Negative Zone, drawing power from there but putting those unprotected in danger. Create a Vortex tile that doesn’t fall and can only be matched away or destroyed by Blue Marvel. While it’s on board it increases Blue Marvel’s match damage by 50%, generates 1 Black AP every turn and deals 176 damage to Blue Marvel’s allies. Whenever anyone except Blue Marvel matches the Vortex, they receive 880 damage.
(PASSIVE) If you have an equal amount of Black and Yellow AP or more Black and YellowAP than the enemy team, the Vortex collapses, dealing 1760 damage to everyone.
Level Upgrades:
Level 2: Match damage increased by 75%. Deal 264 damage to allies, 1060 damage to those who match the Vortex and 2040 on collapse.
Level 3: Match damage increased by 100%. Generate 2 Black AP each turn. Deal 356/1240/2320 damage.
Level 4: Deal 444/1420/2600 damage.
Level 5: Match damage increased by 150%. Generate 3 Black AP each turn. Deal 503/1700/3500 damage.
0 -
Omega Red (Arkady Rossovich)4 Star (Legendary)
Red and Mean 10
Omega Red ensnares his enemies with carbonadium tentacles, rendering them helpless while draining their life force. Create a 3 Turn Red Countdown tile that, while on the desk, stuns 2 enemies, creates a 46 strength Attack tile each turn and heals Omega Red for 203 health. If you match the Countdown tile, Omega Red slams the captives into the ground, dealing 668 damage.
(PASSIVE) While this tile is on board, send Omega Red in front.
Level Upgrades:
Level 2: Create a 68 strength Attack tile, heal 271 health and deal 871 damage.
Level 3: Create a 100 strength Attack tile, heal 339 health and deal 1074 damage.
Level 4: Create 4 Turn Red Countdown tile, two 122 strength Attack tile, heal 407 health and deal 1277 damage.
Level 5: Fortify Countdown tile, create two 168 strength Attack tile, heal 646 health and deal 2064 damage.
Pheromone Fiend 10
Omega Red death spores pose a constant threat both to his enemies and desperate allies. Creare a 3 Turn Blue Countdown tile that Fortifies a friendly Attack tile each turn. While the Countdown tile is on board, Attack tiles damage the entire enemy team.
(PASSIVE) Whenever you match a Fortified Attack tile, deal damage to allies equal to the tile strength and create a copy of that tile. Matches that involve Attack tiles ignore enemy Protect tiles and damage reduction.
While this tile is on board, send Omega Red in front.
Level Upgrades:
Level 2: No changes.
Level 3: Fortify 2 friendly Attack tiles.
Level 4: Create a 4 Turn Blue Countdown tile.
Level 5: Fortify Countdown tile and 3 friendly Attack tiles.
I am the End 0
(PASSIVE) Omega Red uses the stolen life force to heal his wounds and presses with new assault onto the exhausted enemies. If you down the enemy while Omega Red Countdown tile is on board give him a burst of 5% of the downed enemy total health, a damage reduction of 10% and drain all AP in this enemy strongest color. Damage reduction accumulates.
Omega Red receives no damage from Attack tiles, instead dealing the same damage to a random ally. If all allies are down, he receives damage as normal.
Level Upgrades:
Level 2: Give a burst of 10% of the total health and a damage reduction of 15%.
Level 3: Give a burst of 15% of the total health and a damage reduction of 15%.
Level 4: Give a burst of 20% of the total health and a damage reduction of 25%.
Level 5: When you down the enemy give a burst of 25% of the total health and a damage reduction of 25%.
2 -
Beetle (Abner Jenkins)3 Star (Rare)
Buzzing Assault 9
The Beetle takes his opponent in the sky, continuing the fight on his terms. Send Beetle and target enemy Airborne for 2 turns and destroy one basic tile in the target’s colors, dealing 38 damage for each tile destroyed. If the target is stunned while sent Airborne, create a 56 strength Strike tile for each turn the target is stunned.
(PASSIVE) Attack tiles damage one Airborne or Stunned enemies in addition with damaging the target.
Level Upgrades:
Level 2: Deal 56 damage and create 68 strength Strike tiles.
Level 3: Send characters Airborne for 3 turns, deal 74 damage and create 80 strength Strike tiles.
Level 4: Deal 96 damage.
Level 5: Deal 142 damage and create 168 strength Strike tiles.
Electro-bite 7
The Beetle discharges his gloves, stunning enemy for 1 turn and dealing 508 damage. If the enemy is already stunned, increase stun duration by 1 and destroy 1 AP in this enemy’s strongest color instead.
Level Upgrades:
Level 2: Deal 712 damage.
Level 3: Deal 916 damage and destroy 1 AP in the enemy’s two strongest colors.
Level 4: Stun enemy for 2 turns and deal 1120 damage.
Level 5: Deal 1543 damage and destroy 1 AP in the enemy’s three strongest colors. This power costs 6 AP.
Combat Inventiveness 9 AP
The suit tactical visor with natural quick-thinking grant Jenkins a superb control over the field. Convert two enemy Attack, Protect or Strike tiles into basic tiles, healing Beetle for titles strength, and send him Airborne for 1 turn.
(PASSIVE) While the Beetle is Airborne, new falling tiles in the corner columns are 36 strength Attack tiles.
Whenever a Critical tile appears on the enemy turn, fire this power at no cost.
Level Upgrades:
Level 2: Send Beetle airborne for 2 Turns. Convert 3 enemy Attack, Protect or Strike tiles.
Level 3: Convert friendly tiles. Attack tiles appear at 48 strength.
Level 4: Either convert 3 Attack, Protect or Strike tiles or one enemy Countdown or Repeater tile, healing 1500 health for them. Attack tiles appear at 58 strength.
Level 5: Convert friendly Countdown and Repeater tiles, healing 2000 health. Attack tiles appear at 68 strength. This power costs 8 AP.
2 -
I’ve just posted this idea in its own thread, and i know people may be sick of repeat characters, but i’ll put it here as well:
***** Iron Man ***** (Tony Stark)
After kick starting the MCU and saving the universe multiple times, its about time we pay homage to Earth’s best defender, the man best prepared for anything the world, or even the universe, can throw at him.. Tony Stark!
The basic idea is that he plays a little bit like Banner should, if he was any good, but with a dash of ideas from Professor X, Taskmaster, Hawkeye, Green Goblin and a bunch of other characters who might provide an inspiration for Tony’s ideas. I haven't got any idea of things like ap costs or damage amounts, etc. Just the skeleton of an idea
Tony Stark - Low Health
Red (Passive) - Genius, Billionaire...
Playboy, Philanthropist. Tony has seemingly endless funds at his disposal, and can make any dream come true at the click of his fingers, sometimes without caring why. At the start of every turn, turn 6 random tiles into 1 random colour.
Blue (Cheap Active) - Wristwatch Repulsor
Caught off-guard and without a suit, Tony still has a few tricks up his sleeve, and delivers a small concussive blast. Deals a small amount of damage and stuns the enemy for up to 2 turns
Yellow (6 ap) - Suit Up
Tony has a full compliment of suits available, making him adaptable to whatever the situation calls for. Pick a colour, and Tony will don a chosen suit. Each suit gives a new power set. After a suit is destroyed, change back into Tony Stark (like Banner), and that suit is unavailable for the rest of the battle (similar to Goblin’s glider).
Suits -
Black - Stealth Suit - Low Health
Powers
Purple - Invisibility + Surprise Attack (think Miles Morales)
Black - Targeted tile destruction (something along the lines of quake or vulture’s blue maybe)
Yellow - Suit Up (carries onto every suit to enable switching)
Red - Hulkbuster - High Health
Powers
Red - Repulsor Punch
Black - Overdrive (I’ll be honest, this one is just a carbon copy of the 4* hulkbuster, but with higher damage numbers
Yellow - Nanotech (Mk L) - Medium Health
Powers
Blue - Energy Blast (that thing with the power boosters he uses at the start of infinity war) high damage
Green - Adaptive Technology - this suit can create whatever Tony needs, from a Shield to an energy sword - create a mixture of strike and protect tiles
Green - Mk 3 - Medium Health - Tony takes one of the classics out for a spin
Powers
Green - Jericho Missile Tech - AOE and board shake
Black - Advanced targeting systems - deal damage and create 5 random critical tiles (like MEH Hulk)
Blue - Suitcase Armor/Mk V - Low Health - this emergency suit lacks the firepower of the others, but is far from useless
Powers
Blue - Emergency suit - (passive) Retaliation damage like Dr. Strange or bishop
Red - Unibeam - Cheap burst of a low amount of damage
Purple - Gemini/Starboost - High Health
Powers
Purple - Airborne AP gen + low damage on return (like vulture and im40 but with a kick at the end)
Blue - Concussive Cannon - Stun and AOE damage
For anyone who sees this, please let me know what you think, as i would be interested to know, and am open to any critiquing you may have. It is obviously a little under planned, but as a general idea, he would play as a bit of a jack of all trades, and hopefully master of a few.
1 -
Jamie Madrox9 ⚄ create a repeater tile that produces 1 attack tile every two rounds that deal 1009 ⚃ if Madrocx has at least 3 attack tiles on the board, sacrifice 3 to stun enemy for 2 rounds⚂ (passive) If Madrox destroys an attack tile gain 275 health for eachif an opponent destroys an attack tile Madrox gains 1 ap in that color0
-
TJLT said:
Omega Red (Arkady Rossovich)4 Star (Legendary)
Red and Mean 10
Omega Red ensnares his enemies with carbonadium tentacles, rendering them helpless while draining their life force. Create a 3 Turn Red Countdown tile that, while on the desk, stuns 2 enemies, creates a 46 strength Attack tile each turn and heals Omega Red for 203 health. If you match the Countdown tile, Omega Red slams the captives into the ground, dealing 668 damage.
(PASSIVE) While this tile is on board, send Omega Red in front.
Level Upgrades:
Level 2: Create a 68 strength Attack tile, heal 271 health and deal 871 damage.
Level 3: Create a 100 strength Attack tile, heal 339 health and deal 1074 damage.
Level 4: Create 4 Turn Red Countdown tile, two 122 strength Attack tile, heal 407 health and deal 1277 damage.
Level 5: Fortify Countdown tile, create two 168 strength Attack tile, heal 646 health and deal 2064 damage.
Pheromone Fiend 10
Omega Red death spores pose a constant threat both to his enemies and desperate allies. Creare a 3 Turn Blue Countdown tile that Fortifies a friendly Attack tile each turn. While the Countdown tile is on board, Attack tiles damage the entire enemy team.
(PASSIVE) Whenever you match a Fortified Attack tile, deal damage to allies equal to the tile strength and create a copy of that tile. Matches that involve Attack tiles ignore enemy Protect tiles and damage reduction.
While this tile is on board, send Omega Red in front.
Level Upgrades:
Level 2: No changes.
Level 3: Fortify 2 friendly Attack tiles.
Level 4: Create a 4 Turn Blue Countdown tile.
Level 5: Fortify Countdown tile and 3 friendly Attack tiles.
I am the End 0
(PASSIVE) Omega Red uses the stolen life force to heal his wounds and presses with new assault onto the exhausted enemies. If you down the enemy while Omega Red Countdown tile is on board give him a burst of 5% of the downed enemy total health, a damage reduction of 10% and drain all AP in this enemy strongest color. Damage reduction accumulates.
Omega Red receives no damage from Attack tiles, instead dealing the same damage to a random ally. If all allies are down, he receives damage as normal.
Level Upgrades:
Level 2: Give a burst of 10% of the total health and a damage reduction of 15%.
Level 3: Give a burst of 15% of the total health and a damage reduction of 15%.
Level 4: Give a burst of 20% of the total health and a damage reduction of 25%.
Level 5: When you down the enemy give a burst of 25% of the total health and a damage reduction of 25%.
0 -
Shatterstar (Ben Gaveedra)
Land Lord - 5 AP
It's a Land Lord's duty to take care of his tennants. Create 2 strength x Protect tiles and give a burst of y health to allies.
(PASSIVE) At the start of the turn, if there are 6 or more friendly Protect tiles, destroy 3 basic Yellow, Blue, or Black tiles. (Destroyed tiles don't deal damage or generate AP.)- Level 2: …burst of y health
- Level 3: …burst of y health…destroy 5 basic…tiles.
- Level 4: …burst of y health
- Level 5: …burst of y health…destroy 8 basic…tiles.
Teleport - 9 AP
Shatterstar opens up a dimensional rift. Converts 5 basic Yellow, Blue, or Black tiles in an "x" pattern to Purple or Red tiles.- Level 2: Convert 8…tiles…
- Level 3: Convert 9…tiles…
- Level 4: Convert 12…tiles…
- Level 5: Convert 16…tiles…
Are You Not Entertained?! - PASSIVE
Shatterstar makes a spectacle of the fight, harkening back to his days on Mojoworld. Shatterstar's match damage is increased by x for every 30% of Shatterstar's max health missing.- Level 2: …match damage is increased by x…
- Level 3: …match damage is increased by x for every 15%…
- Level 4: …match damage is increased by x…
- Level 5: …match damage is increased by x for every 10%…
1 -
Being a complete noob to the forum, I posted this as its own thread without realizing this one existed already. So, I decided to update and repost my suggestions here in the proper place.The Sentry (Robert Reynolds)
5 Star (Epic)Blast Radius 10 APSentry exerts his dominance over the battlefield as he releases a blast of energy that sends enemies flying. Deal 500 damage to the enemy team and destroy 9 random tiles. (Destroyed tiles do not generate AP).- Level 2: Deal 700 damage and destroy 12 random tiles.
- Level 3: Deal 1000 damage and destroy 15 random tiles.
- Level 4: Deal 1400 damage and destroy 18 random tiles.
- Level 5: Deal 1900 damage and destroy 21 random tiles.
Supernova 12 APSentry brushes off attacks and strikes with the force of an exploding star. Create 1 yellow strength 400 strike tile.
(Passive) Sentry cannot be stunned.- Level 2: Create 2 yellow strength 400 strike tiles.
- Level 3: Create 2 yellow strength 475 strike tiles.
- Level 4: Create 3 yellow strength 475 strike tiles.
- Level 5: Turn all basic yellow tiles into strength 550 strike tiles
Hope and Despair 8 APLosing loved ones and allies places a strain on Sentry, weakening his mind in the process. Deal 800 damage to Sentry and create a 4-turn countdown tile targeting a downed ally that revives them with 40% health.
(Passive) When Sentry is downed, he is revived with 50% health as Void and his powers are replaced with new ones.- Level 2: Deal 1000 damage and ally returns with 45% health.
- Level 3: Deal 1200 damage and create a fortified 4-turn countdown tile.
- Level 4: Deal 1400 damage and ally returns with 50% health.
- Level 5: Deal 1600 damage and create a fortified 3-turn countdown tile.
The Void
Infini-Tendrils 6 AP
Void lashes out as he emerges with complete disregard for any in the vicinity. Create a blue 3-turn countdown tile that deals 600 damage to all stunned characters per turn.
(Passive) When Void enters play, or returns from being stunned or airborne, stun the enemy team and all allies for 1 turn.- Level 2: Deals 690 damage to all stunned characters.
- Level 3: Stuns for 2 turns. Deals 793 damage to all stunned characters.
- Level 4: Deals 912 damage to all stunned characters.
- Level 5: Stuns for 3 turns. Deals 1,049 damage to all stunned characters.
Dark Shroud 10 AP
Void manipulates matter on a molecular level to turn the tides of battle in his favor. Turn all purple tiles to basic black tiles, then Void gains 1 turn of invisibility for every 4 black tiles.- Level 2: Turn all purple and 2 random tiles into basic black tiles.
- Level 3: Turn all purple and 3 random tiles into basic black tiles.
- Level 4: Turn all purple and 5 random tiles into basic black tiles.
- Level 5: Turn all purple and 7 random tiles into basic black tiles.
Night Terror 9 AP
With an affinity for darkness, Void becomes more powerful as the sun sets. Deal 1200 damage to the target and a random ally, plus 100 damage to the target for each black tile (max. 6 tiles).- Level 2: Deal 1200 damage, plus 150 for each black tile (max. 9 tiles).
- Level 3: Deal 1500 damage, plus 225 for each black tile (max. 9 tiles).
- Level 4: Deal 1500 damage, plus 338 for each black tile (max. 12 tiles).
- Level 5: Deal 2100 damage, plus 506 for each black tile.
Lindy Reynolds
Superhero Wife
Support
Perks
Rank 1: 20.1% chance of giving a random ally 400 health when equipped fires a power.
Rank 2: 42% chance of gaining 1 red AP when equipped makes a red match.
Rank 3: Base yellow and blue match damage is increased by 5%.
Rank 4: 11.9% chance of creating two black or purple tiles when equipped receives damage.
Rank 5: At the start of the match, if there are no villains on your team, create 1 fortified strength 67 protect tile.
Synergy Perk: Equip to Sentry. 9.2% chance of returning a stunned ally at the start of the turn.1 -
As I read through some of the awesome creations posted by many others, I noticed that many people posted stats for the characters at max level. For my Sentry post, I posted base stats. Does it matter? Is there a preference?0
-
Technovore (Classic)
4 Star (Legendary)Reconstruction 8 APTechnovore instantly reassembles itself to recover from any damage done to it's body. Create a random Trap tile that restores 440 health when matched by the enemy, then creates another random Trap tile.
(At level 70)- Level 2: Restores 528 health.
- Level 3: Restores 634 health.
- Level 4: Restores 760 health.
- Level 5: Restores 912 health.
Assimilation 0 AP(Passive) Technovore greedily consumes everything in its path, becoming stronger at every step. When Technovore makes a match including an enemy Attack or Strike tile, All match damage dealt by Technovore is increased by 10%.
(At level 70)- Level 2: Increased by 18%.
- Level 3: Increased by 32%.
- Level 4: Increased by 58%.
- Level 5: Increased by 105%.
Adaptation 7 APEver evolving, Technovore modifies itself to withstand enemy attacks. Fortify a random enemy Attack, Strike or Protect tile.
(Passive) At the start of your turn, decrease the strength of all fortified enemy Attack, Strike and Protect tiles by 18 ( to a minimum of 1).
(At level 70)- Level 2: Fortify up to 2 tiles. Decrease by 29 (to a minimum of 1).
- Level 3: Fortify up to 3 tiles. Decrease by 46 (to a minimum of 1).
- Level 4: Fortify up to 4 tiles. Decrease by 74 (to a minimum of 1).
- Level 5: Fortify up to 5 tiles. Decrease by 118 (to a minimum of 1).
Developer's notes:- More than one Reconstruction Trap tile can be placed on the field at once.
- Assimilation has no percentage cap. As long as Technovore matches an Attack or Strike tile, it will receive an increase in base match damage.
- Adaptation does not discriminate between tiles fortified by it's own affect and tiles fortified by another affect.
0 -
Tempus (Eva Bell)
4 Star (Legendary)Slow Down 11 AP
Enemies stand helpless as Tempus slows time around her to nearly a stand still. Create a blue Trap tile. While this Trap tile is present, whenever Tempus would take match damage, if there is a basic colored tile in the match color, create a 1-turn enemy Countdown tile in that color instead that deals damage equal to the original match damage.
(At level 70)- Level 2: No change.
- Level 3: 2-turn Countdown tile.
- Level 4: No change.
- Level 5: 3-turn Countdown tile.
(Passive) Tempus must train diligently to control her power to prevent herself from hurling through time. If Tempus takes 2122 damage or more, stun the target for 1 turn. If an ally is downed or Tempus would take 3200 or more damage, prevent the damage and send her airborne for 2 turns.
(At level 70)- Level 2: Stuns at 1910. Becomes airborne for 2 turns if an ally is downed or if Tempus would take 3680 damage.
- Level 3: Stuns at 1804. Becomes airborne for 2 turns if an ally is downed or if Tempus would take 4160 damage.
- Level 4: Stuns for 2 turns at 1698. Becomes airborne for 2 turns if an ally is downed only.
- Level 5: Stuns for 2 turns at 1591. Becomes airborne for 1 turn if an ally is downed.
Tempus speeds up time causing enemies to become frail right before her eyes. Automatically makes 2 matches. (This ability ends the turn.)
(At level 70)- Level 2: No change.
- Level 3: Makes 3 matches and ends the turn.
- Level 4: No change.
- Level 5: Costs 14. Makes 4 matches and ends the turn.
Developer's notes:- Damage done by a Slow Down Countdown tile is not considered match damage and, therefore, does not trigger the creation of another Slow Down Countdown tile.
- Only 1 Slow Down Trap tile can be present at a time.
- Fast Forward's tile match ability is similar to the ability used by Carnage in the Sinister Six event.
1 -
Profesor Xavier (Casa de X)
5 estrellas (Épico)
Para mi, mi X-men 0Todo este tiempo, todo el mundo a malinterpretado lo que "Cerebro" era realmente. Si, por él Charles podría encontrar cualquier mutante en el mundo ... Pero eso sería detectar en la función secundaria de la máquina. La primera función era copiar la mente, la esencia, el alma de cualquier mutante que Xavier encontrara.
Cada vez que un aliado de Xavier dispara un poder (X-men), convierte una ficha básica aleatoria en una ficha de Protección 21 .Mejoras de nivel:
Nivel 2: Crea una fortaleza 29 Proteger mosaico.
Nivel 3: Crea una fortaleza 37 Proteger mosaico.
Nivel 4: También crea una ficha de ataque de fuerza 27.
Nivel 5: También crea un mosaico de fuerza 41 Golpe.En el nivel máximo:
Nivel 3: Crea una fortaleza 75 Proteger mosaico.
Nivel 4: Crea una ficha de Protección 75 y una ficha de Ataque de fuerza 54.
Nivel 5: Crea una baldosa al 105 Protección, una resistencia 80 Ataque(Pasiva) Xavier usa su casco cerebro para levantar un aliado caído (simplemente mutantes o x-men). Esta batalla aún no ha terminado. Revive un aliado caído con el 30% de su salud.
Mejoras de nivel:
Nivel 2: revive un aliado con su 35% de salud.
Nivel 3: revivir un aliado con su 40% de salud.
Nivel 4: revivir un aliado con su 45% de salud.
Nivel 5: revivir un aliado con su 60% de salud.
Animacion (Referencia)
Coste de potencia 0(Pasivo) Xavier tiene un archivo completo sobre tus debilidades. Xavier recibe un 12% menos de daño por cada miembro activo de X-Men en su equipo y un 5% menos por cada otro aliado activo.
Convierte una ficha básica aleatoria en una ficha de ataque 21.
Mejoras de nivel:
Nivel 2: Crea una ficha de ataque 29.
Nivel 3: Crea una ficha de ataque 33.
Nivel 4: Crea una ficha de ataque 40.
Nivel 5: Crea una ficha de ataque 53.1 opcion:
2 opción:
3 opcion:
Refuerzo de señal a 0(Pasivo) Xavier reune al consejo mutante y usa las leyes de Krakoa en contra del adversario. Siempre que el adversario haga un daño más de 2050 o superior, Xavier juzgara al enemigo usando su casco cerebro para aturdir al enemigo por 1 turno e inflijira 880 de daño. Si el enemigo es humano, solo la aturdirá (1 era ley de Krakoa: Los mutantes no matan a humanos).
Mejoras de nivel:
Nivel 2: Aturdimiento por 1 turno e Inflige 1013 de daño.
Nivel 3: Aturdimiento por 1 turno e Inflige 1146 de daño.
Nivel 4: Aturdimiento por 2 turnos e Inflige 1412 de daño.
Nivel 5: Aturdimiento por 3 turnos e Inflige 1945 de daño.En el nivel máximo:
Nivel 3: Inflige 4608 de daño.
Nivel 4: Inflige 5678 de daño.
Nivel 5: Inflige 7819 de daño.Animación (referencia)
0 -
Hindsight Lad (Carlton LaFroyge)
3 Star (Rare)Looking Back 0 AP
Looking back, Hindsight Lad sees the flaws in past plans and makes adjustments for future battles. When an enemy makes a match 5 or greater, create 1 critical tile at the start of your next turn. This power becomes Recollection.
(At level 40)- Level 2: No change.
- Level 3: When an enemy makes a match 4 or greater.
- Level 4: No change.
- Level 5: Create 2 Critical tiles.
Hindsight Lad recalls details from the last skirmish and modifies the plan. If an opponent fires a power, gain 2 AP in the team's strongest color. This power becomes Hindsight.
(At level 40)- Level 2: Gain 3 AP in the team's strongest color.
- Level 3: Gain 3 AP in the team's strongest color and 1 in the second strongest color.
- Level 4: Gain 3 AP in the team's strongest color and 2 in the second strongest color.
- Level 5: Gain 4 AP in the team's strongest color and 3 in the second strongest color.
In hindsight, it's quite obvious what needed to be done. If one or more allies take 1500 or more damage, the team recovers 800 health. This power becomes Looking Back.
(At level 40)- Level 2: Recovers 880 health.
- Level 3: Recovers 968 health.
- Level 4: Recovers 1065 health.
- Level 5: Recovers 1171 health.
Hindsight Lad uses his computer skills to hack into the enemy's system. Steal 1 chosen enemy Attack, Strike or Protect tile. If none exist, steal 2 random AP.
(At level 40)- Level 2: Steals 3 random AP.
- Level 3: Steals 2 chosen tiles.
- Level 4: Steals 4 random AP.
- Level 5: Steals 3 chosen tiles.
Conspiracy Theory 5 APThrough research, Hindsight Lad comes up with theories that get a little out there causing those around to shun him. Create a yellow 3-turn Repeater tile that stuns 1 ally for 1 turn. While this tile is present, enemy powers cost 2 more.
(At level 40)- Level 2: No change.
- Level 3: Create a 3-turn Repeater tile that stuns an ally for 2 turns. Enemy powers cost 3 more.
- Level 4: No change.
- Level 5: Create a 4-turn Repeater tile that stuns an ally for 3 turns. Enemy powers cost 4 more.
Developer's notes:- Only one Conspiracy Theory Repeater tile can exist at a time.
- Conspiracy Theory's Repeater tile stuns a random ally when it reaches 0.
0 -
This idea was inspired by post by NemoAbernnigan in this thread: https://forums.d3go.com/discussion/82325/a-power-id-like-to-see#latest
The question of how to program Killgrave's manipulative abilities without creating a coding nightmare. Since Killgrave's powers create that conflict of choice and action, I figured having his power cause a conflict between gaining and missing out on AP versus taking or avoiding damage through choice (or the appearance of) might give anyone playing with and against Killgrave would do it.Purple Man (Zebediah Killgrave)
4 Star (Legendary)Sit Back and Watch 7 AP(Passive) If Killgrave is in the lead position at the end of your turn, the ally behind him takes the lead.
Despite being weakened, tired or injured, those commanded by Purple Man commit themselves fully to his orders as he watches with glee. Turn a selected basic color tile into a 3-turn Repeater tile targeting a character that deals 900 damage when it reaches 0. While this tile is present, the selected character's powers cost 1 less to fire (to a minimum of 3).
(At level 70)- Level 2: Takes 1000 damage.
- Level 3: Create a 2-turn Repeater tile. Takes 1100 damage. Powers cost 2 less.
- Level 4: Takes 1200 damage.
- Level 5: Create a 1-turn Repeater tile. Takes 1300 damage. Powers cost 3 less.
Chaos erupts in the streets as Purple Man commands crowds to attack each other. Create a 2-turn Purple Countdown tile. While this tile is present, enemy match damage is dealt to a random enemy instead.
(At level 70)- Level 2: No change.
- Level 3: Create a 3-turn Purple Countdown tile.
- Level 4: No change.
- Level 5: Create a fortified 3-turn Purple Countdown tile
Knowing it's a trap, those commanded by Killgrave are compelled to do it anyway. Turns all basic color tiles in the enemy team's strongest color to trap tiles visible to the enemy. When a Twisted Command Trap tile is matched, it decreases the enemy's AP instead.
(Passive) While a Twisted Command Trap tile is present, enemy matches made in the team's weakest color inflicts 200 damage to the target.
(At level 70)- Level 2: Inflict 100 damage to the team.
- Level 3: Matches made in the two weakest colors inflict 400 damage to the target.
- Level 4: Matches made in the two weakest colors inflict 200 damage to the team.
- Level 5: Matches made in the three weakest colors inflict 500 damage to the target.
Developer's notes:- Purple Man cannot be targeted for a Sit Back and Watch Repeater tile (SBWRT).
- A selected character can only be targeted by 1 SBWRT.
- Multiple SBWRTs can exist as long as they target different characters.
- A SBWRT can target allies and enemies.
- Sit Back and Watch only moves an ally to the front if there is at least 1 active ally.
- Sit Back and Watch does not prevent Purple Man (PM) from being targeted, being moved to the lead position, or taking damage.
- Twisted Command Trap tiles (TCTT) do not disappear if the team's strongest color changes. For example, PM turns all red tiles to red TCTT. The enemy making a match-3 with a red TCTT causes their red AP pool to decrease by 3. The enemy team's strongest color changes to black. The enemy making a match-3 with a red TCTT will decrease enemy red AP by 3 even if the enemy team's new strongest color is black.
- Regardless of the color of the TCTT or the changes in the enemy teams's weakest colors, Twisted Command's passive ability will trigger damage whenever the enemy makes a match in their weakest color(s).
0 -
The Cosmic Ghost Rider
5 estrellas (épico)
¡Soy yo! eh... Frank castle... o, ¿The Cosmic Ghost Rider? 0 AP
(Habilidad con selección múltiple, se deriva en dos opciones)
(Pasiva) Tras activar la habilidad Paseo cósmico, todas la fichas básicas rojas absorbidas, servirán para activar la habilidad. Mientras tengas fichas rojas, este poder se activa.
(Tras ser activa el poder, te mostrara dos opciones, puedes elegir un poder por coste)
¡Siente mi poder cosmico! 0 AP
Opcion 1:
Oye... jugador, cuida al bebe. no dejes que vea lo que haré. La mierda esta, está a punto de ponerse muy explicita...
(Este poder depende de cuantas fichas rojas hayas absorbidos, mientras mas fichas absorbidas, peor sera el ataque)
The cosmic ghost rider Inflige daño al enemigo objetivo igual al 50% de la cantidad total de fichas basicas rojas absorbidas hasta ahora en este viaje cósmico.
Mejoras de nivel:
Nivel 2: Inflija daño igual al 75% total de fichas básicas rojas absorbidas .
Nivel 3: Inflija daño igual al 100% total de fichas básicas rojas absorbidas .
Nivel 4: Inflija daño igual al 150% total de fichas básicas rojas absorbidas .
Nivel 5: Inflija daño igual al 200% total de fichas básicas rojas absorbidas .
Animación (referencia)
¡Tiburones Espaciales! 0 AP
Opcion 2:
¡Mira! ¡arriba en el cielo! Es un pajaro, es un avion... son Space sharks. ¡Debes ayudarme a deshacerme de todos estos tiburones espaciales (no preguntes) antes de que se coman todo! Golpearé al equipo enemigo con todos estos peces espaciales, infligiendo 800 de daño, ¡Prácticamente Galactus las esta regalando!
Mejoras de nivel:
Nivel 2: Oh, los Tiburones espaciales... (Inflige 1500 de daño).
Nivel 3: ¡Mejora al terror mortal del mar, El TIBURON! (Inflige 1900 de daño).
Nivel 4: A baby thanos le gusta esto... (Inflige 2260 de daño).
Nivel 5: ¡Un regalo de Marvel Puzzle Quest! ¡Siente el poder de Galactus! (Inflige 3330 de daño).
En el nivel máximo:
Nivel 3: Inflige 4608 de daño.
Nivel 4: Inflige 5678 de daño.
Nivel 5: Inflige 7819 de daño.
Animacion (Referencia)Paseo Cósmico 9 AP
Si saliera del campo de batalla ¿Que harías? Tomare mi moto espacial y dejare un rastro cósmico para quemar a mis enemigos mientras... ¡RATATATATAA!. Creando 2 fichas repetidoras negras que destruyen hasta 3 fichas básicas, rojas, amarillas o negras que lo rodean cada 2 turnos.(las fichas básicas rojas, serán destruidas y absorbidas para la habilidad "")
Mejoras de nivel:
Nivel 2: las fichas destruidas infligen 2 veces su daño.
Animación (Referencia)
Nivel 3: Crea 3 fichas.
Nivel 4: las fichas destruidas infligen 3 veces su daño.
Nivel 5: Las fichas repetidoras duran 1 turno.
Mirada de la penitencia 0 AP
(Pasiva) ¡Mirame! talvez tus pecados sean menos que los que ha cometido old thanos...
The Cosmic Ghost Rider mira a los ojos de su oponente y los obliga a revisar todo el dolor que han infligido miles de veces. Inflige daño al enemigo objetivo igual al 50% de la cantidad total de daño que ha infligido hasta ahora en este viaje cosmico.
Mejoras de nivel:
Nivel 2: Inflija daño igual al 75% total de fichas básicas rojas absorbidas .
Nivel 3: Inflija daño igual al 100% total de fichas básicas rojas absorbidas .
Nivel 4: Inflija daño igual al 150% total de fichas básicas rojas absorbidas .
Nivel 5: Inflija daño igual al 200% total de fichas básicas rojas absorbidas .
Animacion (Referencia)
1 -
Knull (Symbiote God)
5 Star (Epic)Symbiote Armor 6 APKnull emblazons himself with armor befitting of a god, strengthening him as his army grows. Increase the strength of friendly shield tiles by 79. If there are none, create 2 friendly strength 70 shield tiles and 2 enemy strength 30 shield tiles.
(Passive) When you match one or more shield tiles, Knull gains health equal to the strength of the matched shield tiles.
(At level 255)- Level 2: Increase by 88.
- Level 3: Increase by 97.
- Level 4: Increase by 111.
- Level 5: Increase by 124.
Hive Mind Nexus 8 APKnull's will infects the minds of his children, driving their hosts insane with insatiable bloodlust. If one does not exist, create a red 3-turn countdown tile. While this tile is present, increase the base match damage of each friendly symbiote by 5% for each active symbiote on your team. Enemy symbiotes deal 500 damage to their teammates at the start of each turn.
(At level 255)- Level 2: 3-turn countdown tile that increases by 8%. 600 damage.
- Level 3: 4-turn countdown tile that increases by 13%. 700 damage.
- Level 4: 6-turn countdown tile that increases by 21%. 800 damage.
- Level 5: 8-turn countdown tile that increases by 34%. 900 damage.
Codex Harvest 6 APTurns a chosen friendly attack, strike or protect tile into a colorless Codex tile that cannot be matched and doesn't fall. While a Codex tile is on the field, this power becomes Deicidal Crusade.
(At level 255)- Level 2: No change.
- Level 3: No change.
- Level 4: No change.
- Level 5: No change.
Deicidal Crusade 12 APRemove a colorless Codex tile and deal 259 damage to the enemy team for every attack, strike and protect tile your team matched while the Codex tile was on the field. While there is no colorless Codex tile on the field, this power becomes Codex Harvest.
(At level 255)- Level 2: Deal 374 damage per.
- Level 3: Deal 489 damage per.
- Level 4: Deal 604 damage per.
- Level 5: Deal 720 damage per.
- For Symbiote Armor, both friendly and enemy shield tiles increase Knull's health.
- Hive Mind Nexus compounds the affect for multiple symbiote teammates. For example, if Carnage and Black Cat are Knull's teammates, Carnage gets a 5% boost on match damage. If Carnage and Venom are Knull's teammates, Carnage gets a 10% boost and Venom gets a 10% boost on match damage. If Venom is then downed, stunned or is airborne, Carnage only gets a 5% boost.
- Hive Mind Nexus causes enemy symbiotes to deal damage to their teammates (including other symbiotes), but not to themselves.
- Knull does not count as a symbiote.
- Carnage (Prophet of Knull), Carnage (Cletus Kasady), Venom (Eddie Brock), Venom (Agent Venom), Venom (Dark Avengers), and any other symbiote or symbiote-host combo later released are considered symbiotes.
- Anti-Venom has no canonical interaction with Knull, but the symbiote itself is shown to be mindless and more of a toxic enemy to other symbiotes, so I would leave him off the list of symbiotes, but have no objections otherwise.
- The colorless Codex tile placed on the field by Codex Harvest is similar to 5-star Dr. Strange's Eye tile, but does not interact with other tiles. It is similar to Bishop's General Reserves ability in that it tracks the number of friendly and enemy attack, strike and shield tiles destroyed by friendly matches.
1 -
Scorn (Tanis Nieves)
4 Star (Legendary)Prosthetic Enhancement 7 AP(At level 70)
Scorn's symbiote-infused prosthetic arm enables her to neutralize the enemy's technological advantage. Select a friendly attack, strike or shield tile. Remove 1 random enemy attack, strike or shield tile and increase the selected tile's strength by 30.- Level 2: Remove 1 and increase by 34.
- Level 3: Remove up to 2 and increase by 41.
- Level 4: Remove up to 2 and increase by 50.
- Level 5: Remove up to 3 and increase by 63.
Mechanical Morphing 0 AP
(Passive) Any mechanism that Scorn touches is hers to command. If Scorn matches an enemy attack tile, create a strength 40 protect tile. If scorn matches an enemy protect tile, create a strength 45 strike tile. If Scorn matches an enemy strike tile, create a strength 53 attack tile.
(At level 70)- Level 2: Creates a 44 shield tile, 45 strike tile or 59 attack tile.
- Level 3: Creates a 48 shield tile, 50 strike tile or 65 attack tile.
- Level 4: Creates a 52 shield tile, 55 strike tile or 71 attack tile.
- Level 5: Creates a 56 shield tile, 60 strike tile or 77 attack tile.
Technomanipulation 7 AP(At level 70)
Communicating with enemy technology to turn the odds in her favor, Scorn scrambles their data and takes what she needs. Select 1 basic color tile. Steal 2 AP of that color and the enemy gains 2 random AP.- Level 2: Select 1 basic color tile. Steal 3 AP of that color. Enemy gains 3 random AP.
- Level 3: Select 2 basic color tiles. Steal 5 random AP from those colors. Enemy gains 3 random AP.
- Level 4: Select 2 basic color tiles. Steal 3 AP from each color. Enemy gains 4 random AP.
- Level 5: Select 2 basic color tiles. Steal 7 random AP from those colors. Enemy gains 4 random AP.
1
Categories
- All Categories
- 44.8K Marvel Puzzle Quest
- 1.5K MPQ News and Announcements
- 20.2K MPQ General Discussion
- 3K MPQ Tips and Guides
- 2K MPQ Character Discussion
- 171 MPQ Supports Discussion
- 2.5K MPQ Events, Tournaments, and Missions
- 2.8K MPQ Alliances
- 6.3K MPQ Suggestions and Feedback
- 6.2K MPQ Bugs and Technical Issues
- 13.6K Magic: The Gathering - Puzzle Quest
- 503 MtGPQ News & Announcements
- 5.4K MtGPQ General Discussion
- 99 MtGPQ Tips & Guides
- 421 MtGPQ Deck Strategy & Planeswalker Discussion
- 298 MtGPQ Events
- 60 MtGPQ Coalitions
- 1.2K MtGPQ Suggestions & Feedback
- 5.6K MtGPQ Bugs & Technical Issues
- 548 Other 505 Go Inc. Games
- 21 Puzzle Quest: The Legend Returns
- 5 Adventure Gnome
- 6 Word Designer: Country Home
- 381 Other Games
- 142 General Discussion
- 239 Off Topic
- 7 505 Go Inc. Forum Rules
- 7 Forum Rules and Site Announcements